Quote:
Originally Posted by Jason Durall
It wasn't really a case of "no one wanted to invest the time" - it was a question of:
a) has any BRP book ever dealt with gear/vehicle construction in such a fashion?
b) does BRP really have the need for those sorts of systems?
The answer to both of these questions is a resounding no, so it was easy to prioritize whether to include such a system.
Similarly, one could argue the need for a game system to include the equivalent of detailed miniatures rules, with hex- or grid-based movement, line of sight modifiers, facing, attacks of opportunity, etc., but the scope of the BRP book didn't call for it.
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I should have been more precise in my question and answer. What I meant was that in the
whole history of BRP no one at Chaosium ever felt the need to lay out the baseline assumptions for such a product. I did not mean that the current crew was lacking in initiative by not cramming yet more stuff into the new book.
I also am seeing that we may have a definition problem. BRP can stand for both the current project of core rules and the entire concept of what a Basic Role Playing system can encompass. I may just start writing BRPCore or BRPC to be more clear on that.
Saying that the BRPCore rules did not need a vehicle design system is fine. I wasn't criticizing that decision. I was asking why people felt that the BRP system did not need it because I certainly feel that such a thing would be an incredible boon to the system. CbGl (Cthulhu by Gaslight) has an equipment guide out in monograph and it would be nice if the stats in that did not conflict outrageously with those in other equipment guides to, hopefully, come.
Saying that the BRP
system does not need technolgy/vehicle design rules is, I believe, a serious oversight and very limiting to the game as a whole because it makes several genres more difficult to put together. Handwaving stats for things will only take you so far before you handwave yourself into a corner. I sincerely hope that is not what you are saying.
Long ago what I found in RQ was an elegance and rationality that held together well where other games did not. The mechanics were complex without being complicated and gave rich, detailed results. It was obvious that a lot of thought had gone into it and I don't see any thing in the system that would prevent that from continuing with an equipment creation book.
Thank you again for your efforts in compiling all of the BRP stuff and for answering questions here.
Joseph Paul